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Messages - soofaloofa

Pages: [1] 2
1
Hi,

The UIStretch class works great in the editor but does not cover the full screen on iOS.

Kevin

2
I'm having the same issue :( This is for the second time and I've already went through fixing everything once. For the future, what is the best way to avoid this? Should I force serialization to binary?

3
NGUI 3 Support / Re: Feature Request: Font Size for UILabels
« on: November 27, 2013, 02:59:49 PM »
I guess what would work for my needs is a Max Font Size and Min Font Size parameter for the UILabel to keep the scaling in check.

4
NGUI 3 Support / Feature Request: Font Size for UILabels
« on: November 27, 2013, 02:23:24 PM »
Hi,

Great work with NGUI. I have a feature request for specifying a UILabel font size. Currently multiline labels cannot easily have a font size specified because it will fill the entire widget area. For dynamic text this makes maintaining a font size difficult.

Thanks!

5
Hi,

I upgraded my NGUI 2.7 project to NGUI 3.0.6 and my Slider is no longer working. Specifically the thumb is no longer being moved when the UISprite on the slider foreground is a FilledSprite.

Kevin

6
NGUI 3 Support / Drag drop item lags touch even with pixelSizeAdjustment
« on: October 13, 2013, 02:53:26 PM »
Hi,

I've been debugging this for a while and haven't made any progress.

I have a scene where I want to drag/drop an item on iPhone. When dragging on the phone if I move quickly the object does not follow my exact finger position. Rather, once the dragging starts the object travels behind where my finger is resting instead of following it exactly. I've been updating my gameObject's localPosition using the following based on the UIDragDropItem example script

  1. mTrans.localPosition += (Vector3) delta * UIRoot.GetPixelSizeAdjustment(gameObject);

I have a UIRoot of FixedSize (960) and I've made sure that all of my objects are set to scale (1,1,1). Is there anything else I should be checking?

Thanks,

Kevin

7
NGUI 3 Support / Collider depth for NGUI 3.0
« on: September 25, 2013, 04:28:15 PM »
Hi,

Now that depth does not affect the rendering of widgets I'm wondering how box colliders are affected? Does NGUI depth affect which colliders are hit first during a RayCast or is z-depth strictly involved here?

Thanks,

Kevin

8
NGUI 3 Support / Re: NGUI 3.0
« on: September 25, 2013, 03:32:37 PM »
I'm trying to upgrade my project and continuously have errors where my widgets cannot find the new scripts. (i.e. Missing Mono Behaviour on all widgets).

Steps I take:
1) Open new Scene.
2) Delete NGUI folder.
3) Import NGUI.
4) Double click on the NGUI 3.0.0 package.
5) Reopen NGUI Scene.

- All of my references are lost. Am I doing something wrong?

Thanks,

Kevin

9
NGUI 3 Support / Switching UITexture at run-time
« on: May 07, 2013, 10:25:10 PM »
Hi,

My goal is to use a different background texture for iPhone4/iPad1&2, iPhone5, and iPad retina. I'm wondering how to change a UITexture to achieve this at run-time. You cannot set the pixel size for UITextures like you can for UIAtlases so I'm curious how it is accomplished.

My current attempt is to query for screen size and then switch the texture but I don't know how this is affected by my UIRoot settings.

  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. [RequireComponent(typeof(UITexture))]
  5. public class NGUITextureSwitcher : MonoBehaviour
  6. {
  7.     public UITextureSet[] atlasSets;
  8.  
  9.     private UITexture m_texture;
  10.  
  11.     private void Awake()
  12.     {
  13.         this.m_texture = GetComponent<UITexture>();
  14.     }
  15.  
  16.     private void Start()
  17.     {
  18.         if (atlasSets.Length == 0) return;
  19.  
  20.         UITextureSet set = atlasSets[0];
  21.         for (int i = 0; i < atlasSets.Length; i++)
  22.         {
  23.                         Debug.Log (Screen.height);
  24.             if (Screen.height >= atlasSets[i].triggerHeight)
  25.                 set = atlasSets[i];
  26.         }
  27.         if (set != null)
  28.         {
  29.             if (m_texture.name != set.textureName)
  30.             {
  31.                 if (m_texture.mainTexture != null)
  32.                                 {
  33.                     Resources.UnloadAsset(m_texture.mainTexture);
  34.                                 }
  35.  
  36.                 m_texture.mainTexture = Resources.Load("Backgrounds/" + set.textureName) as Texture2D;
  37.             }
  38.         }
  39.     }
  40. }
  41.  
  42. [System.Serializable]
  43. public class UITextureSet
  44. {
  45.     public string name;
  46.     public int triggerHeight;
  47.     public Vector2 spriteRes;
  48.     public Vector2 textureRes;
  49.     public string textureName;
  50. }
  51.  

Thanks,

Kevin

10
NGUI 3 Support / Re: BUG: OnDoubleClick not firing in iOS
« on: July 11, 2012, 09:20:49 PM »
I am still having the same issue and haven't found a solution yet.

11
NGUI 3 Support / Re: BUG: OnDoubleClick not firing in iOS
« on: June 11, 2012, 08:01:56 PM »
Anything on this issue?

12
NGUI 3 Support / BUG: OnDoubleClick not firing in iOS
« on: June 04, 2012, 06:09:25 PM »
In code I am listening for an OnDoubleClick event but it does not fire when on iOS (iPad 2).

13
NGUI 3 Support / Re: DragItem in world space
« on: June 04, 2012, 03:46:44 PM »
Works perfectly. Thank you!

14
NGUI 3 Support / Re: DragItem in world space
« on: June 04, 2012, 02:41:47 PM »
In testing I found that it works correctly if UIRoot is set to Automatic. Setting UIRoot to manual means the delta passed in from OnDrag is not correct. How can I adjust this value so it will work with my UI.

Thanks!

15
NGUI 3 Support / DragItem in world space
« on: June 04, 2012, 01:27:52 PM »
Hi,

I copied the DragDropItem script for use in my game but now when I drag the item does not follow the mouse correctly. How can I convert the OnDrag event to use world space coordinates instead of screen space?

Thanks!

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